Beyley Cardellio

Results 260 comments of Beyley Cardellio

Aside from the validation errors on exit, this branch is in a fully usable state (I've been building a game with it for the past couple weeks, and that's mostly...

> I think SDL_openxr.h can just be folded into SDL_gpu.h, it depends on gpu.h anyway and all of the API surface relies on GPU API handles. I was thinking the...

> This sounds like the device isn't asked to wait for idle before destroying the swapchain. You need to make sure the device is idle before teardown. Yeah this seems...

> The Vulkan device setup functions are basically fully duplicated. I think it would be possible to just stick the XR setup inside the rest of the setup functions. I...

> I think SDL_openxr.h can just be folded into SDL_gpu.h, it depends on gpu.h anyway and all of the API surface relies on GPU API handles. I'm struggling with the...

Got a working Windows VM with a dedicated GPU passed through, so I'm going to start working on D3D12 support. Regarding Metal, I still don't have the hardware for working...

Made a bunch of progress on the D3D12 backend, it's now rendering to the screen successfully (at least the BasicVr sample is, I havent tested my game on it), however...

Congrats on everyone on the SDL 3.0 release! Just rebased my work on latest `main` to bring it up to date. Still haven't resolved the issues with the D3D12 driver...

> the sensible way is to always use `openxr_loader.dll` (without suffix) and require openxr-loader to be configured with `-DOPENXR_DEBUG_POSTFIX=`. Makes sense, although, when using the OpenXR SDK through vcpkg+cmake, it...

> Perhaps we should turn the library name into a hint, use `openxr_loader.dll` by default? Perhaps the hint can accept a comma separated list of dlls? This seems reasonable to...